Pick pools system and method using packet-switched network

ABSTRACT

Pick pools on sports events may be created via a server which is accessible by a plurality of different users over a packet-switched digital data network. Pools allow a number of users in a particular pool to compete against one another, with “winners” being those who make the most correct selections regarding a predetermined number of sporting events. An improved system and method for implementing such pools is provided.

[0001] This invention relates to a system and method for implementingsports pools on a packet-switched network such as the internet. Moreparticularly, this invention relates to a system and method forproviding users/players with the ability to form sports pick pools fornon-monetary gambling simulation and/or entertainment via the internet.

BACKGROUND OF THE INVENTION

[0002] Gambling on sports has been known for years. For example, manycasinos and other facilities in Las Vegas, Nevada, take bets on footballgames, basketball games, baseball games, hockey games, and the like. Inmodern years, “fantasy football” leagues have also been set up, whereeach participants picks select players, with the winner being determinedas a function of which participant's players perform best in a givenseason.

[0003] However, there are fundamental problems with the two aforesaidsports gambling/entertainment systems. First, gambling is restricted tocertain geographical areas of the country, such as the State of Nevada.Additionally, gambling may be addictive and is not desired by all sportsfans. With regard to fantasy football leagues, Nevada-style sportsgambling is not simulated by them, they are burdensome and timeconsuming to put together, and often suffer due to their fragmenteddesign.

[0004] In view of the above, there exists a need in the art to create asystem and/or method for enabling users to set up or join sports pickpools via a packet-switched data network such as the internet. This willenable users to enjoy a fun and legal alternative to sports gambling,while still realizing the entertainment value of given sports.

[0005] This invention will now be described with respect to certainembodiments thereof, accompanied by certain illustrations.

SUMMARY OF THE INVENTION

[0006] Generally speaking, this invention fulfills the above describedneeds in the art by providing a method of setting up pools and wageringpoints on sporting events, the method comprising the steps of:

[0007] providing at least one server;

[0008] providing an asynchronous packet switched digital data network,the digital data network being in communication with the server;

[0009] utilizing a plurality of computers which are in communicationwith the packet switched digital data network;

[0010] associating each of the plurality of computers with a user;

[0011] a user accessing the server via the asynchronous packet switcheddigital data network, via the user's computer;

[0012] the server assigning the user to a given pool so that the poolincludes a plurality of users designated as being associated therewith;

[0013] the server causing a pick screen to be displayed to the user on adisplay of the user's computer;

[0014] the pick screen enabling the user to browse through a pluralityof different sporting events and review odds and over/under lines on thedifferent sporting events;

[0015] the user utilizing the pick screen in picking a sporting eventand wager a number of points on the sporting event by way of at leastone of a straight pick, a tease pick, a parlay pick and a reverse pick(in certain embodiments, each of these four types of picks may includeup to three different options—over, under, and/or spread);

[0016] the user submitting the pick made in said picking step to theserver;

[0017] the server causing the results of the pick to be displayed to theuser via the packet switched digital data network at a point in timeafter the sporting event of said picking step has been completed; and

[0018] the server causing results of picks made by other users in thepool to be displayed to the user via the packet switched digital datanetwork at a point in time after the sporting event of said picking stephas been completed.

[0019] This invention will now be described with respect to certainembodiments thereof, along with reference to the accompanyingillustrations.

IN THE DRAWINGS

[0020]FIG. 1 is a block diagram of an embodiment of this invention.

[0021]FIG. 2 is a flow chart illustrating how a particular embodiment ofthis invention is implemented.

[0022]FIG. 3 is an exemplary “home page” screen shown to a user on theuser's display screen according to an embodiment of this invention.

[0023]FIG. 4 is an exemplary “pick form” screen shown to the user viathe user's display screen according to an embodiment of this invention.

[0024]FIG. 5 is an exemplary review pick form screen shown to the user,to allow the user to review his/her pick made in the FIG. 4 screen andpotentially make another pick, according to an embodiment of thisinvention.

[0025]FIG. 6 is another exemplary pick form screen which may be shown tothe user according to an embodiment of this invention.

[0026]FIG. 7 is an exemplary review pick form screen shown to the useron the user's display screen according to an embodiment of thisinvention, this screen being similar to the FIG. 5 screen, except thatthe FIG. 7 screen shows another pick being made/processed.

[0027]FIG. 8 is a review all picks screen shown to the user on theuser's PC screen according to an embodiment of this invention, thisscreen presenting to the user two options, namely canceling all theshown picks or submitting the picks for final.

[0028]FIG. 9 is an end page screen shown to a user on the user's PCscreen according to an embodiment of this invention, where all pickswere successfully submitted to the system. It is noted that FIGS. 3-9illustrate how a user can make two picks according to one embodiment ofthis invention.

DETAILED DESCRIPTION OF CERTAIN EMBODIMENTS OF THIS INVENTION

[0029] Referring now more particularly to the accompanying drawings inwhich like reference numerals indicate like parts throughout the severalfigures/views.

[0030] Certain embodiments of this pick pool invention were designed tocreate a fun and legal alternative to “Las Vegas style” sports gambling.The concept of a pick pool is to use a data network (e.g. digitalpacket-switched data network such as the internet) to provide users witha non-monetary and/or intangible entertainment value of sports gambling.By placing users in “pools,” the participants' or users' entertainmentexperience is enhanced through the spirit of competition with otherusers in the same pool.

[0031] A system and corresponding method utilizing a packet-switcheddigital data network allows users to make point wagers on football games(or other sports games such as basketball games) that are similar oridentical in nature (except for no money is bet) to money wagers whichmay be made in Nevada sports gambling industries. Points won or lost ina pick pool serve only as a means of measuring the performance ofparticipants or users within a particular pool. For example, at the endof a week, or at the end of a football season, the participants in agiven pool may see who “won” by seeing who had the most pointsaccumulated.

[0032] Many different pools may be formed, with each pool including aplurality of different participants or users. Participants determine whois performing the best or worst (i.e. winning or losing) in a given poolby the number of points accumulated by a particular participant at theend of the week, season, or other predetermined period of time.

[0033] With regard to internet embodiments of this invention, users orparticipants may sign up to be part of a particular sports pick pool asfollows. A particular user may sign up as part of a large group (e.g.eight or more people) which places the user in a private pool along withfriends and associates, or alternatively the user may sign up as anindividual or in a small group (from one to seven people) and berandomly placed in a pool with other individuals or small groups.Whether a user signs up as part of a large predetermined group, orindividually or as part of a small group, only one person (i.e. thegroup leader) has to complete the sign-up process for a group of users.This is efficient. The sign-up process in particular embodiments is asfollows: first, the user logs onto the internet and travels or proceedsto a particular website (e.g. www.insideodds.com). The user then clickson the “sign-up” button or icon (e.g. see FIG. 3, reference numeral 83).The user (i.e. group leader) fills in the desired user names andpasswords for each person in the group for which the leader is signingup. The user then fills-in the background information for the “groupleader,” including the leader's name, address, e-mail, credit cardnumber, etc. The group leader is responsible for paying the fee for theservice in certain embodiments. Finally, the group leader completes apayment or credit card form to complete the signing-up process foreither the group leader as an individual or for a group which he/she isrepresenting.

[0034] According to certain embodiments of this invention, once paymenthas been received for a particular group, that group's user name(s) andpassword(s) will be activated by a server. To use the service, the usergoes to the applicable website and clicks on the “members only” buttonor icon (e.g. see FIG. 3, reference numeral 81) and enters his/her username and password. Once in the “members” area of the website, a userwill have three basic options: (i) make at least one pick(s) for theweek, (ii) view picks made your pool, or (iii) view the results of yourpool.

[0035] In the first option (i.e. make picks for this week), the userfollows a link at the website to reach the “pick form” [see FIG. 4]which is a combination of drop down boxes (e.g. 85 in FIG. 4) and toggleoptions that allows the user to make picks on pro or college football(or other sports such as basketball) games. The types of picks availableto users are identical or similar to the types of monetary wagestypically in sports gambling, i.e. spreads, avers, unders, teases,parlays, and reverses. In addition to making a pick the user mustassociate a point wager (e.g. see box 86 in FIG. 4 where the user inputsthe points wager) with the pick. In football embodiments, each weeklyNFL and NCAA match-up is captured on the “pick for” with each game'srespective Las Vegas line (e.g. see the line of +2.0/36.5 shown in box85 in FIG. 4). After a user submits a pick by selecting a predeterminedarea on the pick form (e.g. area 87 in FIG. 4), the user is given theopportunity to review (e.g. see FIG. 5) that pick for its accuracy.User's then have the choice, as shown in FIG. 5, to (i) edit the pick byselecting box or area 92, (ii) make another pick by selecting area 94 inFIG. 5, or (iii) finish making picks by selecting area 96 in FIG. 5.Once the user is satisfied that the desired pick or picks have beenmade, the user clicks the “finished making picks” button or icon 96.

[0036] The user, via a screen such as that of FIG. 8, is then given onelast chance to review all the picks that thus far were made. If the useris satisfied, then the user clicks on the “submit” button (area 102 inFIG. 8) which is the user's final submission. The user also has theoption to cancel all the picks and restart the process if so desired byselecting button or area 104 on the FIG. 8 form.

[0037] Users may log onto the website and make picks as many timesduring the week as they desire. In certain embodiments, the system willnot accept picks under any, all, or any combination of the followingconditions: (a) picks pertaining to games that have already started willnot be accepted/validated, (b) picks not conforming to the samerestrictions applied to the like name wagers in Nevada sports gamblingwill not be accepted/validated, (c) picks in excess of twenty-fivecollege or twenty-five pro picks by a single user will not beaccepted/validated, and (d) picks that are duplicated by a user will notbe accepted/validated by the programming.

[0038] With regard to the second option (view picks made in your pool),the user may view what his/her competing pool members have selected astheir picks. The system in certain embodiments only allows competingusers to view other user's picks when those picks pertain to gameseither in progress or completed. However in alternative embodiments ofthis invention, a user may view picks of others in his/her pool relatingto games which have not yet started. In certain embodiments, only picksfrom others in the same pool of a given user may be viewed and analyzed.However, in certain alternative embodiments, the server may allow theuser to view the picks (and the results of) of users who are assigned toother pools.

[0039] With regard to option number 3 (view the results of your pool),at a predetermined point in time (e.g. after each week's Monday nightNFL game), the system via the server 11 tallies the results of all pickswhich were made for a predetermined number of games (e.g. NFL gameswhich were played that week, or basketball games played in a single dayor in the previous week) in the respective pools. A “results page” showsboth a current week's performance and a performance year-to-date foreach pool member. Results track the number of picks hit or missed andthe corresponding point value won or lost (points values may be assignedas will be discussed below) by each member of a pool. In order topromote privacy, a given user can only access a results page for thepool(s) in which that user is a member. However, in alternativeembodiments, a user may access and review results of picks of users inother pools. In still further embodiments, server 11 may determine fromall of the users from all of the pools which user won the most points ina given period, and award a grand prize to such a user. It is noted thatin certain embodiments, the server limits users to a given number ofpoints per pick, and/or per predetermined time period.

[0040] Point value calculations mirror, simulate, or are similar to thecalculations used to determine monetary winnings and losses associatedwith like named wagers in Nevada sports gambling. In certainembodiments, the odds for sports games may be automatically downloadedby server 11 from a remote source via the internet, such as from aNevada odds source, in order to keep the odds updated on a continualbasis. In other embodiments, a controller with a given password mayaccess server 11 and is manually insert or program into the serverparticular odds on football or basketball games.

[0041] Accordingly, pick pools embodiments of this invention use apacket-switched digital data network (e.g. the internet) to create acompetition that simulates in many respects (in some cases all gamblingrespects), already popular and established Nevada sports gambling/gamingsystems. However, in contrast to prior art gaming, certain embodimentsof this invention create a competition among users via a “pool” concept,eliminate financial risks and rewards associated with wagering onathletic events in certain embodiments, utilize a digitalpacket-switched data network in certain embodiments, and overall providea much needed efficient and simple system for use by sports fans orfollowers.

[0042] Referring to FIG. 1, according to certain embodiments of thisinvention different users each may have his/her own personal computer(PC) or the like 1, 3, and 5. While PCs are the preferred way of usersaccessing server 11 via digital data communications network 7, it isalso possible for the different suer to access server 11 via the networkby using telephones instead of Pcs, with pick information being inputtedto the system via DTMF tones or voice input and corresponding voicerecognition software at the server.

[0043] Personal computers 1, 3, and 5 are in communication withpacket-switched digital data network 7 via communication links 9 incertain embodiments of this invention. Communication links 9 may befiber optic cable, telephone lines, wireless infrared or microwavecommunication channels, radio frequency wireless channels, or any otherconventional link. Links 9 enable users 1, 3, and 5 to access digitaldata network 7 and thus server 11 via PCs, telephones, or the like.Server 11 houses access databases which include database tables, andalso stores software programming code (set forth below) and webpageswhich may be viewed by users 1, 3, and 5. Thus, users 1, 3, and 5 mayuse their illustrated personal computers and a corresponding modem toconnect to network 7. Web browsing software is used to allow the usersto interface with server 11.

[0044] Digital data network 7 (e.g. the internet) is asynchronous indesign and utilizes no centralized control. Network 7 may, in certainembodiments, combine the advantages of existing local telephone networks9 to enable cost effective and efficient communication between thepersonal computers and server 11. In certain embodiments, server 11 maycorrespond to or be connected to an existing communication link 9(telephone line) by way of a private branch exchange (PBX) so that amultiplicity of potential users can access server 11 simultaneously orin proximity with one another. Alternatively, a channel service unit maybe used instead of a PBX to permit communication between multiple usersand server 11 at the same time. Still further, a conventional T1 link 9may be interposed between server 11 and network 7. Server 11 includesbus or busses which interconnect at least one memory, a centralprocessing unit (processor), and an interface for enabling network 7 andserver 11 to communicate with one another. A network interface such asan ethernet or FDDI network access card may be used in certainembodiments of this invention. Multiple network adapter cards may beused when server 11 serves many lines, the number of access cardsrequired being a function of the network band width.

[0045] In certain embodiments, server 11 may be a Dell Power Edge 4400server, with a Pentium II processor, 266 MHz, 128 MG PAM, 4 GB harddrive, tape backup, and redundant power supply. However, it will berecognized is that other types and models of servers may instead be usedas server 11.

[0046] Packetized data to be sent over packet switching digital datanetwork 7 may be formatted by way of conventional TCP/UDP/IP basedprotocols. Network 7 may be a collection of thousands of computernetworks, tens of thousands of computers, and many users who share acompatible means for interacting with one another to exchange digitaldata. Network 7 is composed of many network providers interconnected viarouters. One method for transferring files on network 7 is known as thefile transfer protocol (FTP). Personal computers 1, 3, and 5 typicallyaccess network 7 via interface cards such as ethernet and FDDI, or mayalso do so indirectly by way of data modems. Packet-switching in network7 is a way in which different network segments can share a commontransmission media. Rather than send a large block of data over a“dedicated” line directly to the destination computer, apacket-switching network breaks the data into small chunks, each chunkbeing sent along a common transmission line in a “packet” that alsocontains source and destination information. This allows many packets toflow through the same network, all reaching their appropriatedestination. Dedicated network components called packet-switching nodeswithin network 7 route these packets from source to destination, usingthe information contained in the packet itself. After all packets from aparticular transmission of data from a particular PC (e.g. 3) reach adestination at server 11, for example, or vice versa, the source anddestination information is removed and the packets are reassembled intotheir original data. In this way, packets from any number of computerscan share the same network 7. It is noted that server 11 is abidirectional communicating device, in that it receives communicationsfrom the users via network 7, and can also send data (e.g. displayscreens and/or prompts) to the users via network 7.

[0047] In certain embodiments of this invention, it is possible forcertain users (e.g. user 5 in FIG. 1) to have another link 10 to server11. Link 10 may be a telephone line, fiber optic cable, T1 trunk, orwireless radio frequency or microwave link. In such a manner, forexample, the user from 5 may send data directly to server 11 via link10, and the server may send screens back to the user via network 7. Thisresulting in faster response time in certain embodiments, and also formore privacy. Alternatively, the server 11 may send screens and/orprompts directly to user 5 via link 10, and the user may send picks,requests, and the like to the server via network 7. It is of course alsopossible for other users to have direct links 10 with server 7, althoughall are preferably still in communication with server 11 viaasynchronous data communication network 7.

[0048]FIG. 2 is a flow chart of how a particular embodiment of thisinvention is implemented. In step 13 (i.e. the “start” step), a userfrom a particular personal computer or the like 1, 3, or 5, via internet7, accesses a given website in communication with server 11. Server 11causes a home page and sign-up information to be displayed to the uservia the display screen on the user's PC (e.g see FIG. 3). On this screen(FIG. 3), a “members area” icon 81 is shown to the user on the user'sdisplay screen in step 13. If the user wishes to “sign-up,” and is notalready a member, then the user selects area 83 in FIG. 3 and inputsdesired user name(s) and/or password(s) in step 15 when prompted byserver 11 to do so. This information may be input either from a keyboardat the user's PC, by way of DTMF from a phone, or by way of voicerecognition software which may be employed or utilized by the user'scomputer and/or server 11. Server 11 checks the entered user name(s) andpassword(s) at step 17. If the server detects that the user name and/orpassword is invalid, then the system proceeds to step 19 which presentsa screen to the user enabling the user to make corrections and informsthe user that the user name and/or password was invalid. However, if instep 17 the server detects that the user name and password(s) are valid,then the server proceeds to step 21 where the user via his PC andcorresponding screen completes credit card information and forwards sameto server 11. Then, at step 23 server 11 verifies the paymentinformation by any standard method such as checking with the credit cardcompany identified by the user regarding that particular credit card.After the payment information has been verified, the server proceeds tostep 25 and displays payment information to the user. At step 25, theuser has the ability to reject the proposed payment information. If theclient wishes to accept the proposed payment information, then theserver returns to step 23 and then goes on to step 27 where payment isaccepted and the subscriber is added to the user profile of a particularpool and the user name and password are activated. Thus, at step 29 theparticular user or group of users has/have become a member in aparticular “pool” of users.

[0049] Still referring to FIG. 2, after a user becomes a member, whenthe user accesses the website in step 13, he can click on the “members”area icon 81 as shown in FIG. 3 and proceed into the system at step 31.As discussed above, once into the system via step 31 the user has threeoptions.

[0050] When the user decides to choose the first option, to make atleast one pick, the server in step 33 accesses game data input from amemory (e.g. regarding all stored games that may be wager-simulated on)in the server and also accesses game access table from a memory in theserver. Then, in step 35 the server generates a pick form (e.g. see FIG.4) which is dynamically generated from data in the game access table,this form being portrayed to the user on his or her personal computerscreen as shown in FIG. 4 for example. Then, in step 37 the user submitsa pick by pointing to and clicking on a particular area or areas in thepick form via the user's mouse or other position pointer. Referring toFIG. 4, the user may make a straight bet [spread, over, or under] (usingpoints instead of money) by selecting item 72, and may scan throughdifferent potential games to bet on and their odds by selecting scrollbutton 74. The user may alter the number of points he/she wants to wageron a pick by selectively activating scroll button 76, so that the pointsto be wagered are shown in block 86. The pick, once selected in box 85with the number of points in box 86, is selected by clicking on orselecting football shaped icon/area 87.

[0051] Thereafter, referring to FIG. 2, in step 39 the pick made in step37 is checked for validity. In certain embodiments of this invention,the server may determine in step 39 that picks are invalid when any of(a) a pick pertains to a game that has already started, (b) a pick doesnot conform to the same restrictions applied to like named wagers inknown sports gambling or per a predetermined system, (c) the pick is inexcess of a predetermined number (e.g. 25) of college or professionalgame picks by a single user in a given period of time, or (d) the pickis a duplication of a previous pick by the same user. This invalidationor non-acceptance of certain picks may take place in the server at step39, although in other embodiments it may take place at step 75, or anyother point in the process.

[0052] If the server determines that the pick or picks are invalid instep 39, then in step 41 the user can modify and resubmit the pick. Theserver checks for the validity of the resubmitted pick again in step 39.Whenever the server in step 39 determines that a pick is valid, then areview pick screen is portrayed on the user's display (e.g. see FIG. 5)in step 43 and the user has three options: (a) edit or change the pickby selecting area 92 in FIG. 5, (b) make another pick by selecting area94 in FIG. 5, and (c) indicated that the user is finished making picksfor the time being by selecting area 96 on the FIG. 5 screen. If theuser decides to choose option (a) by selecting area 92, then the useredits or changes the pick at step 45 and the validation processregarding the changed pick is started again at step 39. If the userchooses option (b) (make another pick), then another picks form isdisplayed to the user (e.g. see FIG. 6) so that the user may makeanother pick in addition to the first one, and also when area 94 isselected in step 47 then the server in step 49 creates a text string orthe like for recording the pick that already has been made (e.g. onetext string per pick in certain embodiments). The user may then makeanother pick via the screen of FIG. 6, and click on area 87 so that thevalidation process regarding this next pick (from the FIG. 6 screen) isagain started in step 39. The user then reviews this second pick via thescreen of FIG. 7. When the user chooses option (c) [e.g. clicks on box96] at 51, the user selects this option 51 indicating that the user isfinished making picks and the server in step 53 creates a text stringrecording the most recent pick that has been made. Thus, a string isrecorded in a memory of the server for each pick made by the user.

[0053] The server in step 55 then uses the text string(s) created insteps 49 and 53 to generate a review of all picks made by the user. Anexemplar screen for reviewing all picks that may be shown to a user onthe user's display is found in FIG. 8. The user has two options at thispoint, namely cancelling all of his picks by selecting area 104 at step57 or submitting all of his or her picks by selecting (clicking on) area102 at step 59. If the user decides to cancel all the picks, then theserver does so in step 61 by deleting the applicable text strings andthe system goes back to step 35 where the pick form is presented to theuser for selection. However, if the user decides in step 55 to submitall of the picks, then the user selects this option at step 59 byselecting box 102 and the server at step 63 adds all of the text stringsrepresenting the picks to the pick's text file (PTF) and the pick makingprocess ends at step 65.

[0054] When the user enters the members area at 31, and decides to pickthe second option (post pool picks option), then the server at step 67retrieves data from the PTF file and places it in the picks access table(PAT). In certain embodiments, this retrieving of data from the PTF andplacing it into the PAT may be done every so often per a predeterminedschedule (e.g. every five minutes). The server then in step 69 createsan HTML file which posts all qualifying picks that were retrieved fromthe PAT. The user then may access the HTML file in step 71 in order toview the picks. In such a manner, this option may be utilized by a userto view either that particular user's previous picks that are pending orhave already been decided, or alternatively may be used to view thepicks of other users in the user's pool, or any other pool.

[0055] With regard to the third option selectable from the members areaat step 31, when the user requests the review results option, theresults may be reviewded provided that the server 11 at step 73 hasretrieved sports game results (e.g. results from football games and/orbasketball games) from the GAT. Such retrieval may be done every sooften on a set schedule for example. Then, in step 75 the server 11removes duplicate picks from the PAT. In step 77, the server thencompiles data in the GAT and PAT and stores results in the resultsaccess table (RAT). In step 79, the server creates an HTML file forposting the results using data from the RAT. The user may then accessthe HTML file created in steps 79 in step 80, in order to view the pickresults for a predetermined period of time (e.g. from the previousweek).

[0056]FIG. 3 illustrates an exemplary display screen that is shown tothe user at step 13 (i.e. the home page). As shown in the right-handside, there is a “members only” selectable area 81 and a selectable“sign-up” area 83. Either of these selectable areas on the displayscreen may be selected by the user positioning the screen cursor overthe selectable area via a mouse or the like, and clicking on same. Whenarea 81 is selected, the system proceeds to step 31, while when area 83is selected, the system proceeds to step 15.

[0057]FIG. 4 illustrates an exemplary pick form that is shown on thescreen of a user's PC in picking step 37. As shown on the screen, thereis an area designated “pick type” which enables the user to selectwhether his or her pick will be of the “straight” type, or a specialtytype such as a tease, parlay, or reverse. These bet types are explainedbelow. There is also an area 85 which displays the team being picked,and the odds or over/under at issue. For example, if the WashingtonRedskins were playing the N.Y, Giants in a professional NFL footballgame as shown in FIGS. 4-5, and the user wished to pick the Redskins towin versus the 2 point spread, then the user would manipulate area 85until the Redskins came up as shown in FIG. 4, and click on spread area89. The user would select the number of points wagered by scrolling at76 until the number of points (e.g. 500) to be wagered was shown in box86. The user would then click on football area 87 in order to submit thepick in step 37. The screen illustrated in FIG. 4 is set up for the userselecting a team versus the “spread” as illustrated at 89. However, ifthe user wished to select an over/under, i.e. whether the combinedpoints scored by both teams would be over or under 36.5, then the usercould select or click on the appropriate over or under area 91 or 93,respectively. In such a manner, a variety of different types of picksmay be submitted. It is also noted that while the “straight” bet box 72was selected in FIG. 4, it is possible to instead select any of thetease, parlay or reverse boxes illustrated on the pick form in order tomake any of these types of picks.

[0058]FIG. 5 is an exemplary review pick display screen that is shown tothe user on the user's personal computer screen in step 43. If the userin FIG. 5 selects the make another pick area 94, then another pick formwill be displayed to the user as shown in FIG. 6. FIG. 6 illustrates theuser picking a “tease” bet, including the “over” [i.e. combined pointsin the game picked to exceed 39.5 points] in the Vikings game and theSteelers versus the 3 point spread in another game. 1000 points is shownas being wagered in the FIG. 6 pick.

[0059]FIG. 7 is an exemplary screen which may be shown to the user afterthe FIG. 6 tease pick was made, as caused by server 11, in step 43. Ifthe user selects the finished making picks area 96 in FIG. 7, then thenext screen shown to the user is the FIG. 8 screen. FIG. 7 screen alsoshows how the server causes the display to show the user how many pointsthe user would win/lose given the proposed pick.

[0060]FIG. 8 is an exemplary screen which may showed to the user in step55 in which the user can review all picks. As shown in FIG. 8, thescreen indicates that the user has wagered 1500 points [1000 points fromthe FIG. 6 pick and 500 from the FIG. 4 pick], and has picked both a“straight” [FIG. 4] and a “tease” [FIG. 6]. In the straight pick, theuser has wagered 500 points and picked the Redskins to beat the spreadof 2 points versus the Giants. In the tease pick, the user has wagered1,000 points, has picked the over (over 33.5 points, down from 39.5 dueto the tease) in the Vikings/Buccaneers game, and picked the Steelers tobeat the spread of 3 points (from an original −3 due to the tease)versus the Ravens in this NFL game. As illustrated in FIG. 8, the usercan either cancel all of these picks by selecting cancel area 104 or cansubmit all of these picks (final selection) by selecting “submit” area102.

[0061]FIG. 9 is an exemplary screen shown to the user on his/her PCscreen in “end” step 65. This screen indicates to the user that theuser's picks have been submitted, and allows the user to return to pickpools step 33 in certain embodiments. Alternatively, the user may exitthe system from the screen shown in FIG. 9.

[0062] Many different types of picks may be made according to thedifferent embodiments of this invention. For example, there are threetypes of “straight” picks which may be made. These “straight” picksinclude a spread pick, an over pick, and an under pick. In a spreadpick, the user picks a team to win versus the spread. For example, theuser may pick Chicago and the spread is −10, which means that Chicagomust win by more than 10 points in order for the user to hit this pick.In an over pick, the user picks a game where the total points scoredwill be greater than the over/under line. For example, if the user picksthe “over” in the Redskins/Dallas game and the over/under is 42, thenthe total points scored in the game must be greater than 42 for the userto hit this pick (i.e. win this pick). In the “under” type of straightpick, the user picks a game and wagers that the total points scored willbe less than that of the over/under line. For example, if the user picksthe under in the Redskins/Dallas game when the over/under line is 42,then the total points scored in that game must be less than 42 for theuser to hit or win that pick. According to certain embodiments of thisinvention, if a user hits a straight pick, the user wins a predeterminednumber of points, such as even points (e.g. a win on a 100 point wagerpick results in the user winning 100 points). If a user misses astraight pick, then the user loses the points wagered plus a givennumber of pints or percentage of the wagered points [e.g. ten percent(e.g. a loss or miss on a 100 point wager results in the user losing 110points)]. Alternatively, if a user “pushes” a pick, meaning that it is atie (i.e. Chicago −10 spread and Chicago wins by exactly 10, orRedskins/Dallas over 42 and the total scores equals exactly 42) then nopoints are won or lost.

[0063] Tease picks may also be chosen in certain embodiments of thisinvention as discussed above. In a tease, the user makes two straightpicks, but in each pick the spread or over/under as it may be, moves agiven number of points (e.g. 6 points) in favor of your pick. In orderto win points, you must hit both picks in a tease, and pushes areconsidered losses. A tease may consist of any combination of twostraight picks. If you hit a tease, you hit (or win) both picks, andthus you win even points (e.g. a 100 point win or hit, results in theuser wining 100 points). However, if you miss a tease, i.e. you miss orpush at least one of the two picks, then the user loses the points plusa percentage of the wager such as twenty percent (a 100 point miss orloss, results in the user losing 120 points). In certain embodiments,the percentage of the wager lost when a user loses a pick, in additionto the amount of the wager, is greater for a tease than a typicalstraight pick.

[0064] The user may also make “parlay” picks according to certainembodiments of this invention. A parlay is simply any two (or more incertain other embodiments) straight picks. If the user hits both ofthem, the user wins a given number of points (e.g. 12 points) for everyother given number of points (e.g. 5 points) wagered. If the user missesor pushes either of the two picks, then the user loses only the amountof the wager. For example, a 500 point parlay wins 1,200 points, while a500 point parlay loses only 500 points.

[0065] Users may also make “reverse” picks according to certainembodiments of this invention. When making a reverse pick, the usermakes any two straight picks. If the user hits both, then the user winsa given amount pursuant to a particular odds ratio (e.g. 4 to 1).However, if the user misses or pushes one of the two picks, then theuser loses the wager plus a given percentage of the wager such as twentypercent, or if the user misses or pushes both of the two picks then theuser loses the wager plus the given percentage (e.g. twenty percent)times two (one for each pick).

[0066] It is to be kept in mind that the points utilized above indiscussing picks and the results of wins and losses therefrom, areexemplary in nature. Different numbers of points, and different odds,may be used. Users may wager any number of points on any pick, but pointceilings and/or floors are put in place by the server in certainembodiments.

[0067] Once given the above disclosure, many other features,modifications, and improvements will become apparent to the skilledartisan. Such other features, modifications, and improvements are,therefore, considered to be a part of this invention, the scope of whichis to be determined by the following claims.

[0068] Set forth below is a listing of software (programming language isSMX or Server Macro Expansion) which may be utilized in conjunction withserver 11 to implement certain embodiments of this invention.

I claim:
 1. A method of setting up pools and wagering points on sportingevents, the method comprising the steps of: providing at least oneserver; providing an asynchronous packet switched digital data network,the digital data network being in communication with the server;utilizing a plurality of computers which are in communication with thepacket switched digital data network; associating each of the pluralityof computers with a user; a user accessing the server via theasynchronous packet switched digital data network, via the user'scomputer; the server assigning the user to a given pool so that the poolincludes a plurality of users designated as being associated therewith;the server causing a pick screen to be displayed to the user on adisplay of the user's computer; the pick screen enabling the user tobrowse through a plurality of different sporting events and review oddsand over/under lines on the different sporting events; the userutilizing the pick screen in picking a sporting event and wager a numberof points on the sporting event by way of at least one of a straightpick, a tease pick, a parlay pick and a reverse pick; the usersubmitting the pick made in said picking step to the server; the servercausing the results of the pick to be displayed to the user via thepacket switched digital data network at a point in time after thesporting event of said picking step has been completed; and the servercausing results of picks made by other users in the pool to be displayedto the user via the packet switched digital data network at a point intime after the sporting event of said picking step has been completed.2. The method of step 1, wherein the recited steps are performed in theorder in which they are recited.
 3. The method of claim 1, furthercomprising the step of the server invalidating or not accepting picksfrom a given user that represent duplicates of another pick already madeby the given user.
 4. The method of claim 1, further comprising the stepof the server invalidating or not accepting picks from a given userafter the given user has made a predetermined number of picks within apredetermined time period.
 5. A system for setting up pools and wageringpoints on sporting events, the system comprising the steps of: at leastone server; an asynchronous packet switched digital data network, thedigital data network being in communication with the server; a pluralityof computers which are in communication with the packet switched digitaldata network; each of the plurality of computers associated with a user;means for enabling a user access the server via the asynchronous packetswitched digital data network, via the user's computer; the serverincluding means for assigning the user to a given pool so that the poolincludes a plurality of users designated as being associated therewith;the server further including means for causing a pick screen to bedisplayed to the user on a display of the user's computer; the pickscreen enabling the user to browse through a plurality of differentsporting events and review odds and over/under lines on the differentsporting events; means for enabling the user to utilize the pick screenin picking a sporting event and wager a number of points on the sportingevent by way of at least one of a straight pick, a tease pick, a parlaypick and a reverse pick; means for enabling the user to submit the pickmade in said picking step to the server; the server including means forcausing the results of the pick to be displayed to the user via thepacket switched digital data network at a point in time after thesporting event of said picking step has been completed; and the serverfurther including means for causing results of picks made by other usersin the pool to be displayed to the user via the packet switched digitaldata network at a point in time after the sporting event of said pickingstep has been completed.